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#21 --shambelle--

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Posted 26 December 2008 - 02:17 AM

Well, I can give you a excerpt from old Dragon material I found on Internet (Secrets of the PLANESCAPE™ setting's factions by Rich BAKER) from TSR:

One of the unusual darks about the Cabal is the fact that there're many
wizards and scholars among their ranks. Characters of high intelligence find
a strange logic in the Bleakers' teachings. Most of the factotums and
factors of the Cabal are wizards, and the Cabal has access to a number of
rare and dangerous spells developed by its members. (Two of these special
spells are described here, as examples.) The Cabal jealously guards the
knowledge of its spells, passing them on only when a factotum has proved his
value and loyalty in many important missions.

..........

Howl of Pandemonium(Conjuration/Summoning)
Wizard spell Level: 6 Components: V,S,M
Range: 0 CT: 6
Duration: Special Save: Special
Area of Effect: 30' radius or a cone 60'x 20' at its end

This spell enables a mage to channel the screaming winds of Pandemonium
through his own body, allowing him to emit a numbing howl that incapacitates
anyone nearby. The spell lasts as long as one round per level of the
caster, but ceases if the howl is not maintained for that length of time.
(The howl must be maintained for at least one full round to be effective at
all.) The effects linger after the spell ends, lasting as long as the howl
was maintained. The wizard can take no other action than standing still and
howling to maintain the spell. When the wizard casts howl of Pandemonium,
he has the option of channeling the spell into a cone- shaped area, or
simply affecting all creatures within 30 feet.

All sound-based attacks are negated by this spell. Even a banshee's wail
or an androsphinx's roar would be drowned out by the howl. All creatures in
the area of effect are deafened and disoriented by the spell. Communication
of any kind is impossible, and the victims suffer a -2 penalty to attack
rolls and saving throws. Any creature trying to approach the castor must
save versus spells to be able to get closer, and any nonmagical missile fire
is deflected by the force of the howl.

In addition to the above effects, creatures whose Hit Dice or levels are
less than the caster's must save versus spells or become confused. Roll a
die for those who fail their save and refer to the list below:

1: Wander away for duration of effect. 2-6: Stand confused for one
round, then roll again. 7-9: Attack nearest creature for one round, then
roll again. 10: Act normally for one round, then roll again.

Creatures of 2 Hit Dice or less who fail their saving throw are not
confused, but instead driven into a catatonic state that lasts for 2d6
hours. Petitioners and monsters native to Pandemonium are unaffected by
this spell.

The material component is a pebble from Pandemonium, which must be
consumed by the caster.


The Bleak Cabal believes that the multiverse has no rules and so this often drive them desperate and crazy (they are really tormented).
This faction tends the Asylum of Sigil.
They are attached to the Pandemonium.

The Xaosmen believe that the only rule in the multiverse is the Chaos.
They revere it and act according to it (someone chaotic would seems crazy but in reality he act only without rules, compare Starved Dogs Barking with the cynics from ancient Greece).
They are attached to the Limbo.

#22 scient

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Posted 26 December 2008 - 11:03 AM

Cheers for info, now I'm not sure how this spell fits it. Do you know if it says anything about whether casting it will cause people affected by it to attack you? Say if you cast Confusion in a crowded area, all NPC's would turn red while with Howl they don't. This is the big game breaking issue with the spell that basically gives the caster a free pass to cause mayhem. It may have been this spell was meant for a NPC that got cut and not for the PC.

Those interested in the classic TBS game Sid Meier's Alpha Centauri / Alien Crossover should check out the unofficial patch I work on here.


#23 Shambelle

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Posted 26 December 2008 - 12:04 PM

Cheers for info, now I'm not sure how this spell fits it. Do you know if it says anything about whether casting it will cause people affected by it to attack you? Say if you cast Confusion in a crowded area, all NPC's would turn red while with Howl they don't. This is the big game breaking issue with the spell that basically gives the caster a free pass to cause mayhem. It may have been this spell was meant for a NPC that got cut and not for the PC.


You have the whole description.
If you cast it, it could be indeed the sign that you attack all the NPC in a 30' radius (after all you cause mayhem).
The spell was perhaps not finished or perhaps not for the player (like Elyseum 's Fires restricted to Trias)

A NPC indeed has this spell: Tovus Giljaf (Burgher of Curst)

#24 xantrius

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Posted 26 December 2008 - 01:03 PM

Really? Surprising. Xaositects certainly -seem- mad, and they howl a lot, which seems in keeping with the spell's nature. But I'll defer to your apparent greater knowledge of Sigilian lore. (that's one faction I don't recall ever having heard of)

Qwinn


Torment's setting deviates from 2. ed AD&D Planescape on some points.

The Factions and their role in Sigil was downplayed in Torment , in order for its personal story centered around The Nameless One to flourish. Thus it is a somewhat simplistic or just limited view, we get of the factions, some more than others, and some we don't hear about at all, such as The Bleak Cabal (Though we, IIRC, are not told when, at what point in Sigil's history, the story of TNO takes place). According to 2 ed. Planescape the Xaositects were not mad at all (according to themselves that is); albeit they do seem mad to non-faction members, often, and the Xaositects use this for their advantage by acting even more crazy, when they are around non-faction members, in order to hide their true agenda(s).

#25 scient

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Posted 26 December 2008 - 02:40 PM

You have the whole description.
If you cast it, it could be indeed the sign that you attack all the NPC in a 30' radius (after all you cause mayhem).
The spell was perhaps not finished or perhaps not for the player (like Elyseum 's Fires restricted to Trias)

A NPC indeed has this spell: Tovus Giljaf (Burgher of Curst)


Ah didn't realize that. Then ya, that is a good indicator the spell was setup for NPC only.

Those interested in the classic TBS game Sid Meier's Alpha Centauri / Alien Crossover should check out the unofficial patch I work on here.


#26 narfi ref

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Posted 12 January 2009 - 06:54 AM

Really?  Surprising.  Xaositects certainly -seem- mad, and they howl a lot, which seems in keeping with the spell's nature.  But I'll defer to your apparent greater knowledge of Sigilian lore.  (that's one faction I don't recall ever having heard of)

Qwinn


Torment's setting deviates from 2. ed AD&D  Planescape on some points.

The Factions and their role in Sigil was downplayed in Torment , in order for its personal story centered around The Nameless One to flourish. Thus it is a somewhat simplistic or just limited view, we get of the factions, some more than others, and some we don't hear about at all, such as The Bleak Cabal (Though we, IIRC, are not told when, at what point in Sigil's history, the story of TNO takes place). According to 2 ed. Planescape the Xaositects were not mad at all (according to themselves that is); albeit they do seem mad to non-faction members, often, and the Xaositects use this for their advantage by acting even more crazy, when they are around non-faction members, in order to hide their true agenda(s).


Hey, first post.

I do believe the Bleak Cabal are mentioned in Torment.  It's in one of the dialogues related to the quests for joining the Believers of the Source, specifically involving the Godsman that has locked himself in his room.

#27 Qwinn

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Posted 12 January 2009 - 09:36 AM

Thought I'd look, and yep, a Godsman does indeed mention it:

We don't have enemies, per se. Still, there are some who oppose our beliefs. The Bleak Cabal scoff at the idea that we evolve toward something more perfect. I figure that if they don't think there's a point, they might as well get it over with... like the Dustmen ought to. The Dustmen think that life is an illusion, preparing for the Big Death, and our belief champions the cause of life. They promote death, we celebrate life. What could be more opposed?


And this isn't in game, and I'm not sure if its directly related, but I found this unused line in the dialogue file:

Being in the Gray Waste is a cause for despair. Of course, after a while, you even lose that. Just wait until I get in the game for real Bleaker philosophy.


Qwinn

Edited by Qwinn, 12 January 2009 - 09:36 AM.